https://cursey.github.io/reframework-book/bhvt_editor/bhvt_editor.html
- Actions (including custom Lua code)
- Conditions (including custom Lua code)
- Transition Events (including custom Lua code)
- Most primitive types (ints/enums/floats/etc...)
- System.Guid
- via.vec2/3/4
- Arrays/Lists (System.Array/System.Collections.Generic.List.*)
- Pointers to other managed objects
- Unknown ValueTypes
### 🕘 Coming Soon Added
- Saving/loading of new nodes (enlarging/
shrinkingthe node array)
These objects can be hooked to provide extended functionality that did not exist in the base game using Lua.
Optionally, dummy versions of them can be inserted to have completely unique functionality that is ran within Lua.
- Actions
start
- Ran every time the node is ran, once
update
- Ran every frame that the node is active
end
- Ran every time the node ends/transitions to another state, once
- Conditions
evaluate
- Ran every frame that the node is active, returning
true
causes the node to transition into the condition's associated state
- Ran every frame that the node is active, returning
- Transition Events
execute
- Ran for specific transitions into another state, once
- Multiple transition events can run during a single transition
sdfgsdfh.mp4
asdfasdfa.mp4
charge.mp4
Using Lua driven condition evaluators to dynamically adjust the game speed on hit and play on hit effects
slowdown.mp4
action.adding.mp4
To the imnodes developers for creating the library for rendering the nodes & graph.